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Topics - Týr

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The Slime Pit / Listverse
« on: 02:00:30 AM 11/01/14 »
Don't know if you're aware or not, but "Funnymouth" got featured on Listverse.

Thought I'd let you know.

Hell Rising / Barricades - Something's gotta give
« on: 12:00:18 AM 12/05/13 »
Humans need barricades to survive, but barricades come with several drawbacks. Without a barricade, you are guaranteed to die to a vampire relatively quickly. With a barricade, you draw undead to your location.

The main flaw of barricades is that they do not guarantee safety (not that I'm saying they should). Barricades only stall an inevitable death, and prove to be absolutely useless against two or more undead. A single undead player has no trouble destroying a barricade and killing at least one person inside.

Another flaw of barricades is that they are difficult to build and maintain. If the lights are on, it takes a minimum of 20 AP to build a barricade. Factoring in failures pulls up at least 25-30 AP spent to build a maximum barricade. If the lights are off, this cost almost doubles to 40-50 AP. This does not include AP spent on potential building repairs.

A counter-point often brought up against this is that humans are meant to work together. That brings up another point: if humans have to work together to survive, undead should have to work together to hunt them.

TL;DR: Barricades are ineffective. They either need to be made stronger or easier to build.

I can think of two ways (with the help of others) to remedy this.

1. Keep the system the same, but double barricade hit points. Make undead work together.
2. Introduce a skill that makes barricades twice as easy to build.

« on: 01:53:29 AM 12/04/13 »
In the public HR chat on, it was brought to my attention that I am not the only person that is invested in this game, and that I am not the only person who is concerned for the game's (and Mo's) future. I just happen to be annoyingly vocal.

Between me and several other community members, it has been agreed that we want Mo to talk and answer some questions. To achieve this we've decided to summon Mo for a Q&A session on the HR Stinto chat. If you're willing to attend and express your support or ask a question, please post in this thread.

To Mo: What time and/or day would work best for you?

Mo runs on a toaster from 1986. Post questions in this thread instead.

Hell Rising / Maintaining the Power Plant
« on: 12:40:56 AM 12/01/13 »

[spoiler]The Power Plant has many blaring issues that make it impossible for humans and undead to maintain or hold. The issue I will be focusing on in this thread is the discrepancy between what it takes for a human to turn the power on, and what it takes for an undead to turn it off.

As it stands now, humans must toggle all of the individual neighbourhoods on, costing as much AP as there are neighbourhoods, which is currently 6. This cost will further increase with the introduction of more neighbourhoods. Meanwhile, undead need only spend 1 AP to turn off all the power to every neighbourhood, with this 1 AP cost never changing.

"But Týr," you say, "Undead must spend AP destroying barricades to get into the power plant in the first place!"
Yes, and humans must spend AP to build these barricades. Humans also need the lights on to build barricades reliably, or they will inevitably be spending more AP to build strong barricades than undead will ever spend tearing them down.

To remedy this issue I have thought up a few alternative systems with the help of human and undead players alike.

Alternative 1: Make it cost as much AP as there are powered neighbourhoods for undead to turn the power off.

Alternative 2: Make it so undead must turn individual neighbourhoods off just like humans must turn individual neighbourhoods on.

Alternative 3: Reduce the cost of turning on all neighbourhoods to 1, regardless of how many of the neighbourhoods are and aren't selected.

Alternative 4: Give disabling the power as undead a 50% chance to fail.
>You grasp a large emergency switch as firmly as you can and thrust it downward, but it doesn't budge.[/spoiler]

Hell Rising / Death should mean something
« on: 06:01:03 PM 11/20/13 »
This isn't even about what I'd like to see in the game, this is about what the game needs.

I believe that the AP cost for standing after death should be increased to 10, and the AP cost for resisting a revive should be increased to 15 or 20.

When you kill someone, you should be able to feel some bit of confidence that you have put them down for at least a while. This is not currently the case, and people can repeatedly stand 3-4 times if they have max AP during an encounter. This is detrimental to gameplay, and quite frankly makes death have no real consequence and killing people seems almost pointless at times.

To my understanding, this used to be a game in which if you were converted from one creature to another you were expected to accept it and deal with it. With the ability to resist revival attempts so easily, that is not the case, and reviving an enemy you have just killed also seems pointless. This game should have been designed to be human vs zombie vs vampire as it is advertised, not player vs player--the scope of competition should be larger than it currently is. Being pro-zombie or human or vampire should mean something, because it currently does not.

I believe it is for these two issues that this game has trouble keeping players around.

I could go on for ages about this particular subject but I've decided to keep this post short.

Hell Rising / Inventory/Backpack Thread
« on: 01:23:41 PM 11/07/13 »
Because there's nothing better to do.

What are you carrying?

[spoiler]Carrying: (14/20)
[use] ↑ ↓    Medkit (5)
[use] ↑ ↓    Medkit (5)
[use] ↑ ↓    Antibiotics
↑ ↓    Shotgun [4]
↑ ↓    Shotgun [4]
↑ ↓    Bladed Glove
↑ ↓    Sledgehammer
↑ ↓    Spear
↑ ↓    Walkie Talkie
↑ ↓    GPS Unit
↑ ↓    Injector [3]
↑ ↓    Injector [3]
↑ ↓    Revival Serum (3)
↑ ↓    Box of Shotgun Shells (4)

[remove] ↑ ↓    Backpack [9/10]
Medkit (5)
Medkit (5)
Bag of Blood (5)
Bag of Blood (5)
Human Heart (7)
Human Heart (7)
Antibiotics (10)
Box of Shotgun Shells (4)
Box of Shotgun Shells (4)[/spoiler]

I plan on acquiring another stack of antibiotics at some point.

Hell Rising / Manhunt
« on: 08:41:58 PM 10/31/13 »

What is Manhunt?
Manhunt is a player hunting game in which one player calls a hunt upon another, and then any one else may attempt to partake on the hunt. The hunt-caller may specify in which ways the hunt must be achieved, and the hunter must post proof of their success via a screen capture of the deed.

What's the point?
Fun, mainly. It is a good way to breathe life into the game and generate competition. I will be keeping track of a top list for most successful hunters. It is also a great way to relieve a grudge or humiliate another player.

Are there any rules?
[spoiler=Yes]1. The hunt-caller may not partake in one's own hunt.
2. Only the first successful killing counts, so be sure to check the thread for updates.
3. There is a 1 hour grace period before a called hunt can be acted upon; any successful hunts reported before the grace period is over will be dismissed. To enforce this, hunters must include the wristwatch time in the screen capture.
4. Hunts can only be called upon players that have logged in within the last 2 weeks.
5. You may not post the location of a hunted player and sharing locations otherwise is also frowned upon; if I hear of this happening I will disqualify the hunt and dismiss the hunter.
6. Only 1 hunt may be called upon or called by any one person at a time.
7. There is a 24 hour grace period between hunts being called on a player.[/spoiler]

Q: I don't get it; what's in it for me?
A: Fun! That's the main idea. Until Mo decides to/finds a way to add in trading, the only awards available are a score on the Top List below and gloating rights.

Q: Do I have to include a screen shot of the kill?
A: Yes, or it doesn't count.

Q: What if the caller demands the kill be executed with a weapon that does no damage, like the Plastic Sword?
A: In cases like that, the weapon requirement may be ignored.

Q: One of the hunts requires me to say something very obscene... do I have to?
A: No, you do not. The messages are optional and for flavour. You are not expected to insult someone and generate negativity for the sake of the game.[/spoiler]

It is encouraged that hunters fight amongst themselves for the kill should they come across each other, and it is encouraged for the hunted to attempt to escape.

Current Hunts
[spoiler=Hunt #3]
Target Name: Zman090
Caller Name: sigfried
Call Time: 1:31 (Fri, November 1st)
Hunter Race: Any Race
Weapon: Any Weapon
Message: After Death: Bastards Battalion sucks dicks.

Succeeded Hunts
[spoiler=Hunt #1]
Target Name: Gloom
Caller Name: Lumose
Call Time: 1:02 (Fri, November 1st)
Hunter Race: Any Race
Weapon: Any Weapon
Message: After Death: HUEHUEHUEHUE
Succeeded by: Berzerker
Success date: 10:54 (Sat, November 9th)
[spoiler=Hunt #2]
Target Name: sigfried
Caller Name: Zman090
Call Time: 1:13 (Fri, November 1st)
Hunter Race: Zombie
Weapon: Teeth
Message: After Death: lolz i need mei revunge
Succeeded by: Lumose
Success date: 00:36 (Sun, November 3rd)

Top List

1. Lumose, hunts: 1
2. Berzerker, hunts: 1

Hunt Template:
Use the following template to call a hunt on another player. Use in-game character names only and try to provide profile links.
Code: [Select]
[b]Target Name:[/b] [url=][/url]
[b]Caller Name:[/b] [url=][/url]
[b]Call Time:[/b] (Wristwatch time: Hour:Minute AM/PM (Day))
[b]Hunter Race:[/b] (Options: "Any Race", "Human", "Zombie", "Vampire")
[b]Weapon:[/b] (Options: "Any Weapon", "Killing-blow only")
[b]Message:[/b] (Options: "None", "Before Death", "After Death")

Hell Rising / Item Suggestions
« on: 12:05:58 AM 10/27/13 »
I remember a while back that Mo said items were the easiest thing for him to change. I'm making this thread to spew out ideas, big and small, regarding adding or changing items.

Here are mine:
Minor Suggestion:
1. MAGAZINES, NOT CLIPS, MO. Even just 'Mag' is acceptable. I remember you said you didn't want them to get confused with the reading material, but seriously, no one ever would do that.

Minor Suggestion:
2. More historical weapons/armour  found in museums if they do not already exist:

= Rename 'Spear' to 'Stone Spear'
+ Iron Spear - 3-6 dmg, 17%/47% accuracy
+ Longsword - 4-5 dmg, 20%/50% accuracy
+ Arming Sword - 3-5 dmg, 22%/52% accuracy

+ Great Helm
+ Iron Helmet
+ Chain Armor/"Hauberk"
+ Breastplate/"Cuirass"

+ Tunic

Major Suggestion:
3a. I find that the Assault Rifle is a pretty wonky weapon. I never use it for its inconsistency, and I find it to be ultimately inefficient in comparison to melee weapons or the shotgun.

How's about some variety to fill in the gaps:

Pistol = 4-6 dmg, 7 rounds, 30%/60% accuracy - Pistol Mag
Shotgun = 8-12 dmg, 6 rounds, 20%/50% accuracy - Shotgun Shells
Sub-machine gun/"SMG" = 4-6 dmg, 16 rounds, 25%/55% accuracy - SMG Mag
Bolt-action rifle/"Hunting Rifle" = 7-14 dmg, 10 rounds, 20%/50% accuracy - Rifle Clip
Assault Rifle = 6-10 dmg, 20 rounds, 25%/55% accuracy - Rifle Mag
Long rifle = 5-10 dmg, 1 round, 10%/40% accuracy - Rifle Cartridge - found in a museum, found in stacks
Blunderbuss = 11-21 dmg, 1 round, 1%/31% accuracy - Scrap Metal - found in a museum, ammo found in industrial sites (Work Sites, Factories, etc) and in stacks

3b. Firearm skill changes:

 √ Target Practice - 15% better chance to hit with firearms.
    √ Field Training - 10% better chance to hit with Bolt-action rifles, Shotguns and Long rifles.
       √ Adv. Field Training - 5% better chance to hit with Bolt-action rifles, Shotguns and Long rifles.
    √ Urban Training - 10% better chance to hit with Pistols, Assault rifles, SMGs and Blunderbusses.
       √ Adv. Urban Training - 5% better chance to hit with Pistols, Assault rifles and SMGs and Blunderbusses.

General Discussion / Katrin's House [Incomplete]
« on: 04:24:07 AM 10/23/13 »
I am not the world's best writer but I have always enjoyed trying. This is what I've written after 4 alcoholic beverages past midnight. Yes I'm using that as a cop-out for mediocrity. (I am no longer drunk. For now.) It's not done, if the title hasn't suggested that already. I'm posting it unfinished because I felt like it. Also I enjoy feedback during creative processes. I'm going to finish it. Eventually.

Katrin's House

  He had felt so alone in that old house.

  If you were to set eyes on that old house, you would have never guessed someone lived there. The outer walls were bleak and the paint had long ago begun to peel and chip away. The porch was dilapidated and a mysterious green substance thrived along its edges. The roof just above was sunken, waiting to collapse with the next rain. The walls within reeked of mould and the floorboards were curled and twisted from past years of rotting. The staircases seemed treacherous as they spiraled to other floors, biding time for the perfect wrong step. Even stranger stenches saturated the halls, seeping through from long forgotten sources. That old house seemed more appropriate as a scare attraction than a home.

  Yet he lived there. Alone.

  Of course, he had not always lived there alone. She had lived there too, but now she lay far below, beneath packed soil and old stones. It had been her idea to live there, and she had left him there.


  "We can fix it," she said with a happy clap of her hands, "You love fixing things and we have the money. All we need is some fresh paint."
  "Fix it? Fresh paint?" he said sourly, "Have you seen the damned thing? It would be faster to demolish it all and build over it."
  "Don't be so negative," she said, furrowing her brow as though he had insulted her, "You're always so negative!"
  "Katrin, there is no way we could possibly fix that old house," he said with a stern look, "I wouldn't be surprised if we ran out of money before it collapsed on us."

  She crossed her arms and turned away from him in her seat, staring out at the passing horizon through the car window. He couldn't see it, but he knew she was pouting. She always pouted.

  He sighed. "It's too old. No one else has looked into it in years. There is obviously something wrong with it," he started, "We can look at other houses-- better houses-- and find a big one just like that, but with more paint." The corner of his mouth pulled back in frustration as he glanced at her, his eyes following the gentle curve of her shoulder.
  She turned back to face him and he saw that pout. He couldn't help but feel his stomach flutter. She was adorable.
  "But that house has history," she said with a whine and a wild gesture of her hands, "History, Karl! That's why it's so old. Can you imagine what it's been through-- what it's seen? What if someone famous used to live in it? Wouldn't that be wonderful?"
  "We can make our own history," he replied stubbornly, "In a better house that doesn't need the grace of God to be habitable."

  She turned back away from him in a huff and he let out another sigh, dragging his focus back on to the road ahead of them.

  They had been house-hunting for weeks, looking for a place of their own. He wanted a sturdy house. A house that didn't creak and groan if you so much as stepped foot inside of it; a house that he wouldn't have to worry about repairing four or more times each month. He wanted his house to be a good investment, and he didn't care much for how ornate it was or what history, or lack thereof, it had inside of it. She, on the other hand, had her heart set on a traditional family home out on the countryside. She wanted a big family house built by some stranger several decades ago; a house that's withstood the terror and destruction of countless children and the worst of extended family gatherings for generations.

  All of the houses that fit her preferences were the very opposite of what he was willing to put his hard-earned money down on, including that old house, but she had taken a strange and strong liking to it the moment they pulled up its dirt drive.

  He glanced back at her again, catching her shoulder with the corner of his eye, and his lips dropped into a frown.
  "Look here," he said, shifting to face her a little to show that he was serious, "We can look at these other houses up the road, and if you don't like any of those, we can go back there and see what all would have to be done. I'm not putting my mon--"
  His sentence was cut short as she darted toward him and pressed a kiss to his lips.
  "Thank you," she said with a small smile, "That's all you have to say."
  "I wasn't finished," he began, eying her as she laid her head down on his shoulder, causing him to drop his thought. His mind drifted off to Summer days; thoughts of her wearing one of her pretty light dresses and walking through an endless field of grass, holding hands and smiling with her long hair flowing with the wind, a pure look of contentedness on her face.
  "You weren't finished?" she said, interrupting his daydreaming and wrenching him back into reality as she turned her head slightly to look up at him.
  "Oh. Never-mind it." he replied, sliding one of his arms around her shoulders, a little smile creeping over his lips.

  They pulled up to seven more open country homes after that old house, and after the fourth house there was the slightest of grins ever present on Katrin's face. After the fourth house, she would look at all the highlights pointed out to them by their guides only out of courtesy, rather than interest, and she had stopped asking questions-- only staring on with an absentminded gaze. In her head, she was several miles back down the road, wandering through that old house and wondering at what mysteries and hidden treasures it might have in store for her.
  Karl knew there was no going back on what he had said in the car. It was obvious that she didn't care for any of the other houses, and he could see that she was barely giving them half a thought of consideration. He could tell just by the goofy expression on her face that he had trapped himself into purchasing that forsaken monstrosity of a building.

  Just as the sun began to greet the western horizon, casting deep orange and pink hues throughout the evening sky, Karl and Katrin found themselves driving back up the dusty dirt drive of the old house. Giant clouds of dirt followed after them, painted by the sun.
  "Aren't you excited?" Katrin said, biting at her lower lip to suppress her widening grin.
  "Not as excited as I am afraid." Karl replied playfully, masking his true concern about what he was getting himself into.
  "Oh, stop it." she said as she gave his shoulder a light push.

  The car was stopped a few meters before the porch, and as they exited the vehicle, Karl's knee buckled suddenly, causing him to stumble forward. He managed to catch himself on the side-view mirror and prevent himself from hitting the dirt.
  Katrin dashed around the front of the car with a worried look.
  "Are you okay?" she said, her voice heavy with concern.
  "Yeah-- yeah, I'm alright." he replied, standing up straight again. Karl suddenly noticed how oddly nervous he actually was. He looked up at the old house and took in the sight of it as though it were the first time. The old house seemed to glare back at him, striking a deep fear within him. Though the fear did not penetrate his demeanor, it did cause his mind to withdraw in panic.
  He was afraid.

  "Karl? Are you sure you're okay?" Katrin said, walking up to touch his face, holding it in her hands tenderly.
  "What? Oh, yes. Yes." he replied, snapping away from her a bit as his mind crashed forward again. He hadn't realised he was staring at the house for several seconds.
  "I don't believe you. Tell me what's wrong." she said, taking hold of his face again and looking over it worriedly, as if trying to read his thoughts.
  He brought his own hands up to grab her wrists, gently pulling her hands away from his cheeks.
"No, really. I'm fine. I'm probably just tired from the drive," he said, "It's been a long day after all."
  She scrunched her lips to one side and stared at him. She didn't buy his excuse, but she knew he wasn't going to say anything more.
  "If you say so." she said with a voice of disapproval. She stepped away from him to look at the house and her mood brightened instantly. "It's going to be beautiful."
  "If you say so, indeed." he replied flatly. His doubt could be heard clearly in his words.

[to be completed]

Hell Rising / Serling Map with Coordinates
« on: 10:08:37 PM 10/22/13 »
I've compiled maps with added coordinates for the tiles. Enjoy.

Map of Serling
Map of Serling Sewer System

If I made a mistake, do point it out.

General Discussion / Spoiler function?
« on: 03:14:21 AM 10/22/13 »
Dear Mo,

Many forums I have gone to have had a spoiler function. If this forum has one then I have not found it.

What a spoiler function does is allow you to hide text that one must view by pressing a button within the post. This is often used to hide and/or organise large walls of text as well, to keep from overwhelming the reader.

Here is an image of me demonstrating the spoiler function on another forum I visit that has it:
The last line is what a spoiler looks like when it is not opened.

I don't know how easy it would be to add a spoiler function to this forum, but it has always greatly improved forum experiences and I request that you look into it.

[spoiler]ADD A SPOILER MO[/spoiler]

Hell Rising / Tyr's Newbie Guide
« on: 08:19:42 PM 10/21/13 »
This is a newbie guide I'd written and posted on the Einherjar group forum. I figured since the HR reboot is still seemingly fresh and low in numbers/levels I'd go ahead and copy-paste it here. It is obviously unfinished.

Corrections, suggestions and comments are more than welcome.

I. General Information
  • Important Items
II. Human Guide
  • Useful Items
  • Strategy
  • Weapon Choice
III. Zombie Guide In Progress
  • Useful Items
  • Strategy
  • Attack Types
IV. Vampire Guide In Progress
  • Useful Items
  • Strategy
  • Attack Types

I. General Information
1. Important Items
  • Walkie-Talkie - This is arguably the most important item in the game and is mandatory for group participation. It allows you to speak over public channels and gives access to Group chat. It can be found most commonly in Police Departments.
  • GPS Unit - A very handy item that displays your coordinates along side your location. It can be found in Electronic Stores.
  • Wristwatch - A semi-handy item that displays the server time. It is useful for organisation and when waiting for the next refresh. It can be found in Electronic Stores.
  • Sledgehammer - While being a decent weapon on its own, the Sledgehammer sees its usefulness when destroying barricades as it receives a bonus to hit against them. It can be found most commonly in Hardware Stores.
  • Kevlar Vest/a Helmet - When worn, these items negate 0-2 points of damage. As a Human with the Defensive Posture skill, this is raised to 0-3. Found in Police Departments. (To my knowledge, these items' abilities do not stack when wearing both a vest and a helmet. Feel free to correct me on this.)
  • Backpack - When worn, it gives access to 10 storage slots. Items in these slots must be removed in order to use them. It appears you can only store healing items and common types of ammunition in Backpacks as of now (needs clarification). Found in Schools.
  • City Map - A useful, though unnecessary, item that displays a link to the HR Wiki Map. It can be found most commonly in Hotels.

II. Human Guide
1. Useful Items
  • Medkits/Antibiotics - Found in Fort Armouries and Hospitals. Medkits heal more than Antibiotics. They are both made more effective by the First Aid skill. Searching in Hospitals yields these in stacks.
  • Injector/Revival Serum - Found in Lazarix Buildings. They can only be used after acquiring the Lab Studies skill. When loaded with Serum, the Injector can be used on a fresh corpse to convert it back to human. (Current undead skills allow this to be resisted, so it's not advised to revive someone unless requested. It is however a decent source of XP.)
  • Fire Extinguisher - Found in Fire Departments and Buildings, most easily the latter. They are used to put out fires and empty randomly upon use.
  • Spraypaint Can - Found most commonly outside of Clubs. They can only be used after acquiring the Vandalism skill, and are used to write messages on to walls. They empty at random upon use.
  • Generator/Gas Cans - Generators are found in Hardware Stores, Gas Cans can be found very easily outside of Gas Stations. Generators power 1 tile when filled with gas. They are very useful for when there is a power outage. When destroyed, Generators have a chance of starting a fire. They last several hours when full. It takes 4 cans to fill a Generator.
2. Strategy
  • Lights - It is easier for humans to work when the lights are on in a building. The only actions inside a building that are not affected by lighting are combat, reloading, healing and writing messages.
  • Building Damage - Virtually the same as Lights. The worse the condition of the building, the more difficult it is to perform actions in that building. Vampires have a chance of damaging buildings when they attack a barricade, and zombies can damage buildings directly. Fires damage buildings rapidly. You need the Carpentry skill to repair buildings, and repairing grants XP.
  • Barricades - A human's first line of defense. They can only be erected after acquiring the Carpentry skill. Humans can bypass any barricade that is below level 9. Higher barricades will require 10 AP to climb over. Undead cannot bypass barricades. Barricades will decay 1 level every 12 hours if the building is left empty. Vampires cannot sense the inside of a building if there is a barricade above 9 on that tile.
  • Rooftop Run - The Rooftop Run skill allows humans to travel from building to building while remaining on the inside of them, and also allows humans to bypass any level of barricade therefore. Without this skill you will have to spend 5 AP to exit heavily barricaded buildings.
  • Hiding - Hiding is a human's second line of defense. You can only hide after acquiring the Hiding skill. If you are hiding, players must search the tile to find you in order to see you. Once they do find you, you are no longer hidden to them even if they leave (unless they log out). Vampires can still sense you even when you are hiding. It is harder to hide with the lights on.
  • Dead Shot - The Dead Shot skill dramatically increases the damage you deal when you strike the head or torso of your target. This skill allows you to often do massive damage and is therefore recommended to acquire as soon as possible.
3. Weapon Choice
Melee - What you use as a melee weapon is completely up to you. Most melee weapons found are gag weapons, doing low damage or none at all. Below is a list of recommended weapons.
  • Baseball Bat - (dmg. 2-3, acc. 30%/60%)
    A very accurate, but low-hitting, blunt weapon. Its accuracy makes it ideal for new players. Found most commonly in Schools and Sport Shops.
  • Fire Axe - (dmg. 3-5, acc. 20%/50%)
    A decent blade weapon. Slightly stronger than the Baseball Bat for 10% less accuracy. Recommended over the Bat after having bought all the skills. Found in Fire Departments.
  • Pitchfork - (dmg. 4-6, acc. 18%/48%)
    The Blade skill tree's answer to the Sledgehammer. A very good weapon to pick up at any level. Found in Houses.
  • Machete - (dmg. 5-8, acc. 10%/40%)
    A hard-hitting blade weapon. Much stronger than the Fire Axe for yet another 10% less accuracy. Arguably the most sought-after melee weapon in the game, prefered by most veteran players (myself included). Only available on Friday the 13ths in Hardware Stores.
  • Sledgehammer - (dmg. 4-6, acc. 10%/40%)
    A decent blunt weapon. Best used as a last resort, but always recommended for use against barricades. Found in Hardware Stores.
  • Tombstone - (dmg. 6-8, acc 2%/32%)
    A hard-hitting blunt weapon. The hardest hitting melee weapon available, but with mediocre accuracy. Berz swears by this weapon. Found in Cemeteries.
Firearms - What you use as a firearm is completely up to you. Below is the list of firearms currently available in the game.
  • Assault Rifle - (dmg. 4-10, acc. 20%/50%)
    A rifle with a wide damage range and decent accuracy. It uses Rifle Clips and its magazine holds 15 rounds. Found in Fort Armouries and Gun Shops.
  • Shotgun - (dmg. 8-12, acc. 20%/50%)
    A small arms rifle that deals high damage with decent accuracy. It uses Shotgun Shells and has a capacity of 4 shells. Found in Fort Armouries, Gun Shops, and Police Departments.
  • Pistol - (dmg. 4-7, acc. 30%/60%)
    A small arms pistol that deals decent damage with high accuracy. It uses Pistol Clips and its magazine holds 6 rounds. Found in Fort Armouries, Gun Shops, and Police Departments.

III. Zombie Guide In Progress
1. Useful Items
  • Human Hearts - Found in Hospitals. Heals 3 to 7 HP when consumed.
  • Embalming Fluid - Found in Funeral Homes. Heals 2 to 4 HP when consumed.
  • Rotted Meat - Found in Restaurants and Supermarkets. Heals 3 to 4 HP when consumed.
2. Strategy
  • Drop Dead - The Drop Dead skill enables a zombie to hide anywhere on the map by making them take the appearance of a regular corpse. The game will list you as a corpse on the tile with no interaction buttons, but if a player searches the tile there is a chance they can find you. If you Drop Dead outside of a building, a vampire can sense your presence from the inside.
  • Infection - With the Biohazard skill and its child skills you can infect other players. Infection causes you to lose 1 HP for most actions until you heal yourself, or someone heals you. Infection does not work on other zombies, but it is very effective against vampires.
  • Cellular Degeneration - The Cellular Degeneration skill allows you to resist a revival attempt and stand as a zombie. This is very useful if you wish to play as a zombie. Its child skill, Adrenaline Boost, allows you to gain HP from resisting a revival attempt.
  • Meat Seeking - The Meat Seeking skill often doubles the damage you deal when striking the head and torso of your target. This skill is extremely useful by allowing a zombie to do massive damage and therefore conserve its low AP.
  • Dine Out - The Dine Out skill allows you grab hold of a player that is below max HP and pull them out from the inside of a building. This skill becomes increasingly useful when you don't want to be seen killing someone, or if there are a large group of players inside. It essentially allows you to kill players with stealth and minimise the amount of damage you suffer when encountering groups.
  • Suicide - If you find yourself wanting to become a zombie as a human, you can commit suicide. To do this you must find a tall building ('Building' buildings) and enter it, then click the Jump button. This kills your character, and therefore turns you into a zombie. Normal death rules apply; you can get revived should someone find your corpse and it may cause you to need to jump again. This does not work for vampires--they must get killed by a zombie using teeth attacks to be converted.
3. Attack Types
  • Hands - Hand attacks are very accurate, maxing out at 70% accuracy with all of the skills, but do much lower damage than Teeth attacks. Hand attacks are advised when you must kill someone or something quickly.
  • Teeth - Teeth attacks aren't nearly as accurate as Hand attacks, maxing out at 45% with all of the skills, but they allow you to heal and spread infection once the appropriate skills are bought. Teeth attacks are advised when you can take your time with a kill.
  • Spew - With the Infectious Spew skill you can vomit and infect all humans or vampires on your tile without having to attack them. Can be useful against organised groups of players.

IV. Vampire Guide In Progress
1. Useful Items
  • Human Hearts - Found in Hospitals. Heals 3 to 7 HP when consumed.
  • Bags of Blood - Found in Hospitals. Heals 3 to 4 HP when consumed. Cures infection.
2. Strategy
  • Rafter Hang - The Rafter Hang skill allows a vampire to hide within a building so long as the building is dark. You can darken a building by turning the breakers off. Hiding will cause any bloodthirst to lessen.
  • Feeding - With the Plasma Feeding skill, you gain half the damage you deal with Fang attacks as HP.
  • Latching On - The Powerful Jaws skill allows you to grab hold of your target upon a successful Fang attack, dramatically increasing your accuracy. The accuracy bonus applies to other melee attacks as well, including attacks with human weapons. Missing an attack while latched on has a chance of causing you to lose your hold.
  • Bloodthirst - With the Bloodthirst skill, consecutive kills add a bonus to your damage output, up to a maximum of +10, until you die. Hiding will cause any bloodthirst to lessen.
  • Cursed Blood - The Cursed Blood skill allows you to resist a revival attempt. This is useful if you wish to play as a vampire.
  • Sensing - With the Supernatural Senses skill you can see how many players are inside of a building regardless of if they are hiding or not. Its two child skills further increase the usefulness of this ability: the Energy Perception skill tells you how much HP your target has after a successful hit; and the Discerning Palette skill tells you whether or not a player in the building is an enemy.
  • Blood Letting - The Blood Letting skill dramatically increases the damage you deal when you strike the neck or chest of your target.
3. Attack Types
  • Claws - Claw attacks are not only slightly more powerful than Fang attacks, but are also more accurate, however, Fang attacks have important advantages over Claw attacks.
  • Fangs - Fang attacks, while not being as powerful and accurate as Claw attacks, allow a vampire to latch on to targets to increase their accuracy and feed on targets to regain HP. The ability to regain HP with each attack using Fang attacks makes Fang attacks the primary weapon for a vampire. If you have the Vampiric Infection skill, killing someone with your Fang attacks will convert them into a vampire.

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